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saradisk - 220 - Kumano [OsuMania]

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Nozhomi
:thinking:
Protastic101
exactly month old bubble hue

average SVs or riot
[General]
  1. Nice
  2. I would turn hitsound volume up to 40% at least because 25% is almost inaudible imo
  3. Also, the hitwhistle is pretty hard to hear cause of how soft it is. I might try this one instead https://puu.sh/wSn4y.wav
  4. kind of disliking the spread from Normal to Hard cause of the 1/2 triplet to 1/3 stream https://osu.ppy.sh/ss/8676377 , then in general, the structure of hard is a lot of 1/4 short bursts + jumps and constant 1/2, whereas the normal chills quite a bit with just 1/2 singles https://osu.ppy.sh/ss/8676380 , or https://osu.ppy.sh/ss/8676388
[Insane]
00:20:490 - The 0.75x to 1.5x SVs here dont average to 1x, which is the overall SV average for the entire map as there are no slowjams/fast sections present.
Instead, they average to 1.125x. If you want it to properly average, you should either change the .75x to .5x, or the 1.5x to 1.25x. As an aside though, I rather dislike using half and half for 3/4 notes cause the emphasis is lost on any particular note and the notes just kind of fling themselves around on screen for a bit.
Instead, I would do a reverse bump like this, in keeping to your slow to fast SV order
  1. 00:20:490 - 00:20:715 - 0.7x
  2. 00:20:640 - 00:20:865 - 1.15x
This averages to 1x cause (0.7 x 2) + 1.15 = 3 / 3 total units = 1. The visual effect kind of hangs at last second before the speed up which I think is nice.

00:23:190 (23190|3,23340|2) - I'd stack these notes in the same column as each other cause it's a bit hard to understand why there's an SV here without it due to the sounds being more in the background than the melody. By stacking the notes though, it tells the player there are two of the same sound which helps them grasp the following SVs.

00:23:490 - This value should be 0.5x if you want it to average 1x, otherwise it's just a very short 1.5x section which is very difficult to read. However, I understand that this makes the SV blend in with the ones at 00:23:190 - , so what I propose is making them slightly stronger and using reverse bumps as I mentioned in the first suggestion, like this
  1. 00:23:490 - 00:23:790 - 0.4x
  2. 00:23:715 - 00:24:015 - 2.8x
00:28:290 - This SV averages to 0.75x because (0.5 x 3) + 1.5 = 3 / 4 total units = .75x. You cant use half and half values in an SV sequence containing more than two units. However many units (units = snaps between notes) are present, your SVs should add to that number. In this case, if you're starting with 0.5x,
then the value at 00:28:515 - should be 2.5x because (0.5 x 3) + 2.5 = 4 / 4 total units = 1x.

00:03:090 (3090|2,3690|0) - Hitsound wise, you're missing whistles here for the kicks

00:19:290 (19290|3) - remove clap, there's no odd snare sound here, only the kick is present.
00:20:715 (20715|2) - ^

00:20:190 (20190|2) - remove whistle, there isnt a kick present in the music
00:24:390 (24390|2) - ^
00:38:340 (38340|2) - ^

00:27:090 (27090|0,27090|2) - Double hitsound, remove one kick

00:28:890 (28890|0) - add whistle for the kick

00:28:890 - Beginning here, I don't think the claps are appropriate on the downbeats. They drown out the kicks and are kind of distracting tbh. I think what you meant to hitsound were the closed hats on the upbeat like 00:29:040 (29040|1,29340|1,29640|3,29940|2,30240|0,30540|3,30840|2,31140|2,31440|0) - and so on, in which case you could use this sample instead for it https://puu.sh/wSmTX.wav
00:38:490 - ^

00:41:040 (41040|2,41340|1,41640|1,41940|1,42165|1,42240|2,42465|2,42540|1,42765|1,42840|2) - Would add claps here for the snare which is gradually picking up in speed and intensity.

00:42:990 (42990|1) - I think it's fine to remove the whistle here cause the sound is more like an open snare in another room which you dont have a sample that closely matches.

veto'd for now
Topic Starter
Jesuren

Protastic101 wrote:

exactly month old bubble hue

average SVs or riot
[General]
  1. Nice
  2. I would turn hitsound volume up to 40% at least because 25% is almost inaudible imo
  3. Also, the hitwhistle is pretty hard to hear cause of how soft it is. I might try this one instead https://puu.sh/wSn4y.wav
  4. kind of disliking the spread from Normal to Hard cause of the 1/2 triplet to 1/3 stream https://osu.ppy.sh/ss/8676377 , then in general, the structure of hard is a lot of 1/4 short bursts + jumps and constant 1/2, whereas the normal chills quite a bit with just 1/2 singles https://osu.ppy.sh/ss/8676380 , or https://osu.ppy.sh/ss/8676388
[Insane]
00:20:490 - The 0.75x to 1.5x SVs here dont average to 1x, which is the overall SV average for the entire map as there are no slowjams/fast sections present.
Instead, they average to 1.125x. If you want it to properly average, you should either change the .75x to .5x, or the 1.5x to 1.25x. As an aside though, I rather dislike using half and half for 3/4 notes cause the emphasis is lost on any particular note and the notes just kind of fling themselves around on screen for a bit.
Instead, I would do a reverse bump like this, in keeping to your slow to fast SV order
  1. 00:20:490 - 00:20:715 - 0.7x
  2. 00:20:640 - 00:20:865 - 1.15x
This averages to 1x cause (0.7 x 2) + 1.15 = 3 / 3 total units = 1. The visual effect kind of hangs at last second before the speed up which I think is nice.

00:23:190 (23190|3,23340|2) - I'd stack these notes in the same column as each other cause it's a bit hard to understand why there's an SV here without it due to the sounds being more in the background than the melody. By stacking the notes though, it tells the player there are two of the same sound which helps them grasp the following SVs.

00:23:490 - This value should be 0.5x if you want it to average 1x, otherwise it's just a very short 1.5x section which is very difficult to read. However, I understand that this makes the SV blend in with the ones at 00:23:190 - , so what I propose is making them slightly stronger and using reverse bumps as I mentioned in the first suggestion, like this
  1. 00:23:490 - 00:23:790 - 0.4x
  2. 00:23:715 - 00:24:015 - 2.8x
00:28:290 - This SV averages to 0.75x because (0.5 x 3) + 1.5 = 3 / 4 total units = .75x. You cant use half and half values in an SV sequence containing more than two units. However many units (units = snaps between notes) are present, your SVs should add to that number. In this case, if you're starting with 0.5x,
then the value at 00:28:515 - should be 2.5x because (0.5 x 3) + 2.5 = 4 / 4 total units = 1x.

00:03:090 (3090|2,3690|0) - Hitsound wise, you're missing whistles here for the kicks nop, cuz i'm following the synthesizer

00:19:290 (19290|3) - remove clap, there's no odd snare sound here, only the kick is present. ok
00:20:715 (20715|2) - ^

00:20:190 (20190|2) - remove whistle, there isnt a kick present in the music ok
00:24:390 (24390|2) - ^
00:38:340 (38340|2) - ^

00:27:090 (27090|0,27090|2) - Double hitsound, remove one kick ok

00:28:890 (28890|0) - add whistle for the kick ok

00:28:890 - Beginning here, I don't think the claps are appropriate on the downbeats. They drown out the kicks and are kind of distracting tbh. I think what you meant to hitsound were the closed hats on the upbeat like 00:29:040 (29040|1,29340|1,29640|3,29940|2,30240|0,30540|3,30840|2,31140|2,31440|0) - and so on, in which case you could use this sample instead for it https://puu.sh/wSmTX.wav the link doesn't work
00:38:490 - ^

00:41:040 (41040|2,41340|1,41640|1,41940|1,42165|1,42240|2,42465|2,42540|1,42765|1,42840|2) - Would add claps here for the snare which is gradually picking up in speed and intensity. ok

00:42:990 (42990|1) - I think it's fine to remove the whistle here cause the sound is more like an open snare in another room which you dont have a sample that closely matches. ok

veto'd for now
EDIT: SVs Fixed -w-
Protastic101
[general]
you still need to raise the volume of plash.wav to 40% to be consistent with the rest of the hitsound volumes, and the hihat needs to be reduced to 40% too as it's louder than the kick or snare

[insane]
00:07:990 (7990|3,8040|2) - I'd control J this so that it's a straight roll into a [14] jump which is easier to hit imo. If accepted, make sure to move the hitsound

00:27:540 (27540|2,27540|3,27690|2,27690|3) - Not a big fan of this jump stack tbh. Might split it so the hand movement feels a bit more natural instead of repetitive, like this https://osu.ppy.sh/ss/8714760

Dont really know why you used quads in this diff at 00:38:490 - 00:33:690 - 00:24:090 - when everywhere else there was a crash, you only used a triple 00:01:290 - 00:08:490 - 00:28:890 - . I'd be consistent and either go with using quads or triples for the crashes

[hard]
00:03:690 - I really disagree with the stair usage here. Sure, it's 1/3 so it's not terribly bad, but the movement is repetitive and has no incentive for player engagement at all. I would vary the pattern so it's not the same hand movement all the time, like so as an example https://osu.ppy.sh/ss/8716334

00:08:340 (8340|0,8340|1,8490|0,8490|1) - Similar thing I mentioned in the Insane difficulty about stacking the jumps when the sounds aren't really that similar.

00:13:215 (13215|1,13290|0) - Why not complete the 1-4-1-4 trill? Seems odd to change it at the end. I would control J these two notes (be sure to move hitsound) instead then
00:22:590 (22590|3,22665|1,22740|3,22815|0) - Same thing as above, would do a 2-4-2-4 trill instead though like this https://osu.ppy.sh/ss/8716392

hitsound
00:20:490 (20490|3) - remove clap


[normal]
00:03:690 - Could you vary this, even slightly? I get that the music is rather repetitive, but I dont think making the chart the same two hand movements for about four seconds is really going to represent the song well.

00:26:490 (26490|0,26790|0) - Dunno why these are stacked in the same column tbh. I'd move 00:26:490 (26490|0) - to 4 in that case to avoid the 1/1 stack despite the music not being even remotely similar.

00:11:790 (11790|1,11940|1,16590|1,16740|1,18990|1,19140|1) - all your 1/2 stacks are in the same column. I'd try to vary it by moving them to different columns each time, especially in col 3 since there's not really a lot going on in that col for the first half of the song I feel.
Topic Starter
Jesuren

Protastic101 wrote:

[general]
you still need to raise the volume of plash.wav to 40% to be consistent with the rest of the hitsound volumes, and the hihat needs to be reduced to 40% too as it's louder than the kick or snare

[insane]
00:07:990 (7990|3,8040|2) - I'd control J this so that it's a straight roll into a [14] jump which is easier to hit imo. If accepted, make sure to move the hitsound

00:27:540 (27540|2,27540|3,27690|2,27690|3) - Not a big fan of this jump stack tbh. Might split it so the hand movement feels a bit more natural instead of repetitive, like this https://osu.ppy.sh/ss/8714760

Dont really know why you used quads in this diff at 00:38:490 - 00:33:690 - 00:24:090 - when everywhere else there was a crash, you only used a triple 00:01:290 - 00:08:490 - 00:28:890 - . I'd be consistent and either go with using quads or triples for the crashes

[hard]
00:03:690 - I really disagree with the stair usage here. Sure, it's 1/3 so it's not terribly bad, but the movement is repetitive and has no incentive for player engagement at all. I would vary the pattern so it's not the same hand movement all the time, like so as an example https://osu.ppy.sh/ss/8716334

00:08:340 (8340|0,8340|1,8490|0,8490|1) - Similar thing I mentioned in the Insane difficulty about stacking the jumps when the sounds aren't really that similar.

00:13:215 (13215|1,13290|0) - Why not complete the 1-4-1-4 trill? Seems odd to change it at the end. I would control J these two notes (be sure to move hitsound) instead then
00:22:590 (22590|3,22665|1,22740|3,22815|0) - Same thing as above, would do a 2-4-2-4 trill instead though like this https://osu.ppy.sh/ss/8716392

hitsound
00:20:490 (20490|3) - remove clap


[normal]
00:03:690 - Could you vary this, even slightly? I get that the music is rather repetitive, but I dont think making the chart the same two hand movements for about four seconds is really going to represent the song well.

00:26:490 (26490|0,26790|0) - Dunno why these are stacked in the same column tbh. I'd move 00:26:490 (26490|0) - to 4 in that case to avoid the 1/1 stack despite the music not being even remotely similar.

00:11:790 (11790|1,11940|1,16590|1,16740|1,18990|1,19140|1) - all your 1/2 stacks are in the same column. I'd try to vary it by moving them to different columns each time, especially in col 3 since there's not really a lot going on in that col for the first half of the song I feel.
All fixed -w-
Protastic101
this song is Q_Q for my ears
Topic Starter
Jesuren

Protastic101 wrote:

this song is Q_Q for my ears
XDDDDDDD
=w=
Asherz007
prot you suck at maths: (0.7 * 2) + 1.15 = 2.55 lol

If you want to keep 1x average (what baka sheepie's tryin' to get you to do), either the first value is 0.85x, or the second value is 1.6x.

no wonder prot says she's no good (probably even had a calculator for this one)


(no kds pls, just making sure prot doesn't suck at numbers too hard)
Topic Starter
Jesuren

Asherz007 wrote:

prot you suck at maths: (0.7 * 2) + 1.15 = 2.55 lol

If you want to keep 1x average (what baka sheepie's tryin' to get you to do), either the first value is 0.85x, or the second value is 1.6x.

no wonder prot says she's no good (probably even had a calculator for this one)


(no kds pls, just making sure prot doesn't suck at numbers too hard)
FIXED
thanks ash owo
Rivals_7
e

[I]

00:16:440 (16440|1,16440|0,16440|3) -
hhhhhhhhhhh
this - 00:16:890 (16890|2) - in Hard should be double tho

[H]

00:28:890 - This part is completely copypasta

theres no variation between hard and Insane which makes it a really bland.

on the other hand, the difference between Hard and Normal in the kiai are tad a bit too far

consider buffing the normal a little bit more

veto'd this until the copy pasta thing has been addressed
Topic Starter
Jesuren

Rivals_7 wrote:

e

[I]

00:16:440 (16440|1,16440|0,16440|3) -
hhhhhhhhhhh mmm ?
this - 00:16:890 (16890|2) - in Hard should be double tho

[H]

00:28:890 - This part is completely copypasta

theres no variation between hard and Insane which makes it a really bland.

on the other hand, the difference between Hard and Normal in the kiai are tad a bit too far

consider buffing the normal a little bit more

veto'd this until the copy pasta thing has been addressed
All fixed
Rivals_7
back
Asherz007
More stuff happened (no kds)

mini-irc
2017-08-10 18:30 JesusMD24: agent 007
2017-08-10 18:30 JesusMD24: can u help me? :c
2017-08-10 18:30 JesusMD24: i have a problem with my mappu
2017-08-10 18:30 JesusMD24: T-T
2017-08-10 18:30 Asherz007: Ayup
2017-08-10 18:30 Asherz007: Sure
2017-08-10 18:30 JesusMD24: and i don't know what have i do
2017-08-10 18:30 JesusMD24: okie
2017-08-10 18:30 JesusMD24: TwT
2017-08-10 18:30 JesusMD24: thx
2017-08-10 18:30 JesusMD24: ACTION is listening to [http://osu.ppy.sh/b/1189644 saradisk - 220 - Kumano]
2017-08-10 18:31 JesusMD24: 2017-08-09 23:32 Protastic101: the gap between difficulties is too large
2017-08-10 18:31 Asherz007: Mhm...
2017-08-10 18:31 JesusMD24: 2017-08-09 23:32 Protastic101: make the rhythms more similar to each other so that there's an easier bridge between diffs
2017-08-10 18:31 Asherz007: Which diffs?
2017-08-10 18:31 JesusMD24: hard
2017-08-10 18:31 JesusMD24: that's the problem T-T
2017-08-10 18:31 JesusMD24: 2017-08-09 23:33 Protastic101: same general rhythm and then you can just add density the farther up you go in diffs
2017-08-10 18:31 Asherz007: compared to?
2017-08-10 18:32 JesusMD24: normal
2017-08-10 18:32 JesusMD24: 2017-08-09 23:48 Protastic101: you'd have to fix the spread somehow :c
2017-08-10 18:32 JesusMD24: i'm lost T-T
2017-08-10 18:32 JesusMD24: i really don't know what have i do
2017-08-10 18:33 JesusMD24: the gap between hard to Insane can't be too large
2017-08-10 18:34 JesusMD24: sheep-sama killed me yesterday with that T-T
2017-08-10 18:34 JesusMD24: i'm big baka
2017-08-10 18:34 Asherz007: I reckon you might need to buff normal a bit
2017-08-10 18:34 JesusMD24: mmmm i think that too
2017-08-10 18:35 Asherz007: Like, 00:28:890 - from here the gap between normal and hard is kinda big
2017-08-10 18:35 JesusMD24: mmm some suggestion? :c
2017-08-10 18:35 JesusMD24: make all notes from there doubles?
2017-08-10 18:36 Asherz007: A simple 1/2 would be better than 1/1 I reckon
2017-08-10 18:36 Asherz007: ...stream, I mean.
2017-08-10 18:36 JesusMD24: ohh ok
2017-08-10 18:36 Asherz007: Since Hard is already 1/2 jumpstream
2017-08-10 18:36 JesusMD24: mmmm oh
2017-08-10 18:37 Asherz007: tbh either 1/1 doubles or 1/2 stream would work
2017-08-10 18:37 JesusMD24: ohhh then 1/2 stream
2017-08-10 18:37 JesusMD24: ok ok
2017-08-10 18:37 Asherz007: Probs makes more sense consistency-wise for the 1/2 stream perhaps
2017-08-10 18:38 Asherz007: 00:42:090 - might want to do something here as well
2017-08-10 18:39 Asherz007: Since atm you're going from 1/1 to 1/4 bursts
2017-08-10 18:39 JesusMD24: mmmm
2017-08-10 18:41 Asherz007: You could have some [https://osu.ppy.sh/ss/8811415 LN thingy] to cover the 1/4?
2017-08-10 18:41 Asherz007: For Normal
2017-08-10 18:41 JesusMD24: ohh ok
2017-08-10 18:42 JesusMD24: thxx
2017-08-10 18:42 Asherz007: Hopefully that should make it look a little better spread-wise
2017-08-10 18:43 JesusMD24: thx TwT
2017-08-10 18:43 JesusMD24: TwwwwT
2017-08-10 18:43 Asherz007: no problem bud

Happy yet sheepie? runs
Protastic101
Ash for BN thx

Basically just added more jumps to the normal in the kiai so that the note density wasn't too far off from the hard
Nozhomi
Wew~
I need to map more saradisk
Gemu-
Finally!! Congrats Bae :333
Topic Starter
Jesuren

Protastic101 wrote:

Ash for BN thx

Basically just added more jumps to the normal in the kiai so that the note density wasn't too far off from the hard
XDDD

Nozhomi wrote:

Wew~
I need to map more saradisk
mmmm u need to give me lolis boi

game rock wrote:

Finally!! Congrats Bae :333
yeii owo!!!
Envory
Congratz boy XD XD
Its been a long time when i modded this map
And finally qualified .. Go rank!!

And when my maps going ranked lul
Topic Starter
Jesuren

Envory wrote:

Congratz boy XD XD
Its been a long time when i modded this map
And finally qualified .. Go rank!!

And when my maps going ranked lul
ohh thanks : D
just wait boi -w- XDD
Wonki
Hello. First of all congratz for the qualify, but i have one thing to critisize about.

00:24:015 - this part 00:28:515 - and this part's SVs are 2.8 2.5 but they aren't readable and just keep missing.

Fix the 2.8 part to 2.5 and move to 00:24:052 - and moving the 2.5 one to 00:28:552 - looks much better in my opinion.

It will be much easier to read then.
Topic Starter
Jesuren

Wonki wrote:

Hello. First of all congratz for the qualify, but i have one thing to critisize about.

00:24:015 - this part 00:28:515 - and this part's SVs are 2.8 2.5 but they aren't readable and just keep missing.

Fix the 2.8 part to 2.5 and move to 00:24:052 - and moving the 2.5 one to 00:28:552 - looks much better in my opinion.

It will be much easier to read then.
ehhh thanks xD
mmmm that would be unnecessary for me, and that's not a big problem tbh
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